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#--------------------------------------------------------------------------------- | ||
.SUFFIXES: | ||
#--------------------------------------------------------------------------------- | ||
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ifeq ($(strip $(DEVKITARM)),) | ||
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM") | ||
endif | ||
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include $(DEVKITARM)/ds_rules | ||
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#--------------------------------------------------------------------------------- | ||
# TARGET is the name of the output | ||
# BUILD is the directory where object files & intermediate files will be placed | ||
# SOURCES is a list of directories containing source code | ||
# INCLUDES is a list of directories containing extra header files | ||
# DATA is a list of directories containing binary files embedded using bin2o | ||
# GRAPHICS is a list of directories containing image files to be converted with grit | ||
# AUDIO is a list of directories containing audio to be converted by maxmod | ||
# ICON is the image used to create the game icon, leave blank to use default rule | ||
# NITRO is a directory that will be accessible via NitroFS | ||
#--------------------------------------------------------------------------------- | ||
TARGET := $(shell basename $(CURDIR)) | ||
BUILD := build | ||
SOURCES := source | ||
INCLUDES := include | ||
DATA := data | ||
GRAPHICS := gfx | ||
AUDIO := audio | ||
ICON := | ||
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# specify a directory which contains the nitro filesystem | ||
# this is relative to the Makefile | ||
NITRO := | ||
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#--------------------------------------------------------------------------------- | ||
# options for code generation | ||
# -Wregister -Wattributes | ||
#--------------------------------------------------------------------------------- | ||
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s | ||
#-S -fverbose-asm -Wall -O3 | ||
CFLAGS := -g -Wall -O3 -w\ | ||
-fomit-frame-pointer\ | ||
-ffast-math\ | ||
$(ARCH) $(INCLUDE) -DARM9 | ||
CXXFLAGS := $(CFLAGS)-fno-rtti -fno-exceptions | ||
ASFLAGS := -g $(ARCH) | ||
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) | ||
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#--------------------------------------------------------------------------------- | ||
# any extra libraries we wish to link with the project (order is important) | ||
#--------------------------------------------------------------------------------- | ||
LIBS := -lnds9 | ||
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# automatigically add libraries for NitroFS | ||
ifneq ($(strip $(NITRO)),) | ||
LIBS := -lfilesystem -lfat $(LIBS) | ||
endif | ||
# automagically add maxmod library | ||
ifneq ($(strip $(AUDIO)),) | ||
LIBS := -lmm9 $(LIBS) | ||
endif | ||
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#--------------------------------------------------------------------------------- | ||
# list of directories containing libraries, this must be the top level containing | ||
# include and lib | ||
#--------------------------------------------------------------------------------- | ||
LIBDIRS := $(LIBNDS) $(PORTLIBS) | ||
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#--------------------------------------------------------------------------------- | ||
# no real need to edit anything past this point unless you need to add additional | ||
# rules for different file extensions | ||
#--------------------------------------------------------------------------------- | ||
ifneq ($(BUILD),$(notdir $(CURDIR))) | ||
#--------------------------------------------------------------------------------- | ||
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export OUTPUT := $(CURDIR)/$(TARGET) | ||
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export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\ | ||
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\ | ||
$(foreach dir,$(DATA),$(CURDIR)/$(dir))\ | ||
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) | ||
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export DEPSDIR := $(CURDIR)/$(BUILD) | ||
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c))) | ||
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp))) | ||
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s))) | ||
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png))) | ||
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*))) | ||
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# prepare NitroFS directory | ||
ifneq ($(strip $(NITRO)),) | ||
export NITRO_FILES := $(CURDIR)/$(NITRO) | ||
endif | ||
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# get audio list for maxmod | ||
ifneq ($(strip $(AUDIO)),) | ||
export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir)) | ||
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# place the soundbank file in NitroFS if using it | ||
ifneq ($(strip $(NITRO)),) | ||
export SOUNDBANK := $(NITRO_FILES)/soundbank.bin | ||
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# otherwise, needs to be loaded from memory | ||
else | ||
export SOUNDBANK := soundbank.bin | ||
BINFILES += $(SOUNDBANK) | ||
endif | ||
endif | ||
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#--------------------------------------------------------------------------------- | ||
# use CXX for linking C++ projects, CC for standard C | ||
#--------------------------------------------------------------------------------- | ||
ifeq ($(strip $(CPPFILES)),) | ||
#--------------------------------------------------------------------------------- | ||
export LD := $(CC) | ||
#--------------------------------------------------------------------------------- | ||
else | ||
#--------------------------------------------------------------------------------- | ||
export LD := $(CXX) | ||
#--------------------------------------------------------------------------------- | ||
endif | ||
#--------------------------------------------------------------------------------- | ||
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export OFILES_BIN := $(addsuffix .o,$(BINFILES)) | ||
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) | ||
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export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES) | ||
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export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES))) | ||
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export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\ | ||
$(foreach dir,$(LIBDIRS),-I$(dir)/include)\ | ||
-I$(CURDIR)/$(BUILD) | ||
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) | ||
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ifeq ($(strip $(ICON)),) | ||
icons := $(wildcard *.bmp) | ||
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ifneq (,$(findstring $(TARGET).bmp,$(icons))) | ||
export GAME_ICON := $(CURDIR)/$(TARGET).bmp | ||
else | ||
ifneq (,$(findstring icon.bmp,$(icons))) | ||
export GAME_ICON := $(CURDIR)/icon.bmp | ||
endif | ||
endif | ||
else | ||
ifeq ($(suffix $(ICON)), .grf) | ||
export GAME_ICON := $(CURDIR)/$(ICON) | ||
else | ||
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf | ||
endif | ||
endif | ||
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.PHONY: $(BUILD) clean | ||
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#--------------------------------------------------------------------------------- | ||
$(BUILD): | ||
@mkdir -p $@ | ||
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile | ||
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#--------------------------------------------------------------------------------- | ||
clean: | ||
@echo clean ... | ||
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK) | ||
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#--------------------------------------------------------------------------------- | ||
else | ||
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#--------------------------------------------------------------------------------- | ||
# main targets | ||
#--------------------------------------------------------------------------------- | ||
$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON) | ||
$(OUTPUT).elf: $(OFILES) | ||
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# source files depend on generated headers | ||
$(OFILES_SOURCES) : $(HFILES) | ||
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# need to build soundbank first | ||
$(OFILES): $(SOUNDBANK) | ||
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#--------------------------------------------------------------------------------- | ||
# rule to build solution from music files | ||
#--------------------------------------------------------------------------------- | ||
$(SOUNDBANK) : $(MODFILES) | ||
#--------------------------------------------------------------------------------- | ||
mmutil $^ -d -o$@ -hsoundbank.h | ||
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#--------------------------------------------------------------------------------- | ||
%.bin.o %_bin.h : %.bin | ||
#--------------------------------------------------------------------------------- | ||
@echo $(notdir $<) | ||
@$(bin2o) | ||
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#--------------------------------------------------------------------------------- | ||
%.pcx.o %_pcx.h : %.pcx | ||
#--------------------------------------------------------------------------------- | ||
@echo $(notdir $<) | ||
@$(bin2o) | ||
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#--------------------------------------------------------------------------------- | ||
# This rule creates assembly source files using grit | ||
# grit takes an image file and a .grit describing how the file is to be processed | ||
# add additional rules like this for each image extension | ||
# you use in the graphics folders | ||
#--------------------------------------------------------------------------------- | ||
%.s %.h: %.png all.grit | ||
#--------------------------------------------------------------------------------- | ||
grit $< -fts -o$* | ||
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#--------------------------------------------------------------------------------- | ||
# Convert non-GRF game icon to GRF if needed | ||
#--------------------------------------------------------------------------------- | ||
$(GAME_ICON): $(notdir $(ICON)) | ||
#--------------------------------------------------------------------------------- | ||
@echo convert $(notdir $<) | ||
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr | ||
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-include $(DEPSDIR)/*.d | ||
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#--------------------------------------------------------------------------------------- | ||
endif | ||
#--------------------------------------------------------------------------------------- |
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#include "soundbank.h" | ||
#include "soundbank_bin.h" | ||
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FORCE_INLINE void AudioInit() | ||
{ | ||
mmInitDefaultMem((mm_addr)soundbank_bin); | ||
} | ||
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FORCE_INLINE void AudioLoad(mm_word module_ID) | ||
{ | ||
mmLoad(module_ID); | ||
} | ||
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FORCE_INLINE void AudioPlay(mm_word module_ID) | ||
{ | ||
mmStart(module_ID, MM_PLAY_LOOP); | ||
} |
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const vec3 CameraPosOff = { 0.0, 3.0, 5.0 }; | ||
vec3 CameraPos = { 0.0, 2.5, 8.0 }; | ||
vec3 CameraDir = { 0.0, 0.0,-1.0 }; | ||
vec3 CameraUp = { 0.0, 1.0, 0.0 }; | ||
vec3 PlayerPos = { 5.0, -2.0, 0.0 }; | ||
vec3 PlayerDir = { 0.0, 0.0,-1.0 }; | ||
//f32 PlayerRotY = 0.0; | ||
vec2 PlayerRot = { 0.0, 0.0 }; | ||
f32 PlayerCameraDist = 0.0; | ||
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bool ChangedPlayerDir = false; | ||
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void UpdatePlayer() | ||
{ | ||
f32 Speed = DeltaTime * 1.5; | ||
CameraDir = Mul3(CameraDir, Vec3f(Speed)); | ||
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f32 PrevPlayerY = PlayerPos.y; | ||
f32 PrevCameraY = CameraPos.y; | ||
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if (KeysHeld & KEY_RIGHT) | ||
{ | ||
PlayerDir.x = CameraDir.x; | ||
PlayerDir.y = 0.0; | ||
PlayerDir.z = CameraDir.z; | ||
Normalize3P(&PlayerDir); | ||
PlayerDir = Mul3(PlayerDir, Vec3f(Speed)); | ||
PlayerDir = Cross3P(&CameraUp, &PlayerDir); | ||
PlayerPos = Add3P(&PlayerPos, &PlayerDir); | ||
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ChangedPlayerDir = true; | ||
} | ||
if (KeysHeld & KEY_LEFT) | ||
{ | ||
PlayerDir.x = -CameraDir.x; | ||
PlayerDir.y = 0.0; | ||
PlayerDir.z = -CameraDir.z; | ||
Normalize3P(&PlayerDir); | ||
PlayerDir = Mul3(PlayerDir, Vec3f(Speed)); | ||
PlayerDir = Cross3P(&CameraUp, &PlayerDir); | ||
// PlayerDir.x = -PlayerDir.x; | ||
// PlayerDir.y = -PlayerDir.y; | ||
// PlayerDir.z = -PlayerDir.z; | ||
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PlayerPos = Add3P(&PlayerPos, &PlayerDir); | ||
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ChangedPlayerDir = true; | ||
} | ||
if (KeysHeld & KEY_DOWN) | ||
{ | ||
PlayerDir.x = CameraDir.x; | ||
PlayerDir.y = 0.0; | ||
PlayerDir.z = CameraDir.z; | ||
Normalize3P(&PlayerDir); | ||
PlayerDir = Mul3(PlayerDir, Vec3f(Speed)); | ||
// PlayerDir = CameraDir; | ||
PlayerPos = Add3P(&PlayerPos, &PlayerDir); | ||
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if (PlayerCameraDist < 5.8) | ||
CameraPos = Add3P(&CameraPos, &PlayerDir); | ||
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ChangedPlayerDir = true; | ||
} | ||
if (KeysHeld & KEY_UP) | ||
{ | ||
// PlayerDir.x = -CameraDir.x; | ||
// PlayerDir.y = -CameraDir.y; | ||
// PlayerDir.z = -CameraDir.z; | ||
PlayerDir.x = -CameraDir.x; | ||
PlayerDir.y = 0.0; | ||
PlayerDir.z = -CameraDir.z; | ||
Normalize3P(&PlayerDir); | ||
PlayerDir = Mul3(PlayerDir, Vec3f(Speed)); | ||
PlayerPos = Add3P(&PlayerPos, &PlayerDir); | ||
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if (PlayerCameraDist > 7.8) | ||
CameraPos = Add3P(&CameraPos, &PlayerDir); | ||
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ChangedPlayerDir = true; | ||
} | ||
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// if (Key[SDL_SCANCODE_Q] && ChangedPlayerDir) | ||
// { | ||
// vec3 Dir = Div3(PlayerDir, Vec3f(Speed)); | ||
// | ||
// f32 AbsX = fabsf(Dir.x); | ||
// f32 AbsZ = fabsf(Dir.z); | ||
// | ||
// mat4 M = RotateYMat4(LoadMat4Identity(), ToRadians(PlayerRotY)); | ||
// M = TranslateMat4(M, PlayerPos); | ||
// vec4 Pos = { CameraPos.x, CameraPos.y, CameraPos.z, 1.0 }; | ||
// | ||
// Pos = MultiplyVec4Mat4P(&Pos, &M); | ||
// CameraPos.x = Pos.x; | ||
// CameraPos.y = Pos.y; | ||
// CameraPos.z = Pos.z; | ||
// | ||
// ChangedPlayerDir = false; | ||
// // CameraPos = Mul3P(&CameraPos, &Dir); | ||
// } | ||
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// vec3 Dir = Div3(PlayerDir, Vec3f(Speed)); | ||
// PrintVec3(&CameraPos); | ||
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PlayerPos.y = PrevPlayerY; | ||
CameraPos.y = PrevCameraY; | ||
} | ||
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//stylus = mouse | ||
//D-Pad = wasd | ||
//L-Shoulder = Q | ||
void UpdateCamera() | ||
{ | ||
PlayerCameraDist = GetDistanceVec3P(&CameraPos, &PlayerPos); | ||
// Uint8* Key = SDL_GetKeyboardState(NULL); | ||
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CameraDir = Sub3(CameraPos, PlayerPos); | ||
Normalize3P(&CameraDir); | ||
// LightPos = { CameraDir.x, 0.0, CameraDir.z }; | ||
// Normalize3P(&LightPos); | ||
// LightPos = CameraDir; | ||
PlayerRot = { -CameraDir.x * 2.0, -CameraDir.z * 2.0 }; | ||
Normalize2P(&PlayerRot); | ||
UpdatePlayer(); | ||
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PlayerPos.y += 1.0; | ||
gluLookAtV(&CameraPos, &PlayerPos, &CameraUp); | ||
PlayerPos.y -= 1.0; | ||
// CameraPos = Add3P(&CameraPosOff, &PlayerPos); | ||
} |
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